comboing into a taunt to put yourself in a corner and doing S.A. #2 does about 50-60% damage/55-65% on crouching. is it worth it? not here where they can dragon punch/jab/jump away/whatever
comboing into a whiffed taunt is… ummm… never done it but it would not be helpful to you lol. just don’t do it
the back + mk into toward + mk has crossed some people up in corners, but it has been very inconsistant. i don’t have a dreamcast, so someone test this? also it would have to be a meaty back + mk to start with i believe.
like i said, i do not have a dreamcast… someone test? and would this be useful?
stun combo for fun
if they are stunned when you launch them
do mk as the are falling down, short command dash, back + mp > hp > dragon kick
if in a corner, substitute the dragon kick for ex and then roundhouse them as you are falling down. mash on that roundhouse so you do it as soon as you are free from the dragon kick frames.
beautiful thread thanks for the link sundu, im learning quicly…just got some minor problems…mainly mind farts:lol:
but ill just keep reading and when i have a question ill ask. right now i need to get the feel for her…was an ex makoto player…just got tired of the usual whore the field…meaning using 3 main characters:rolleyes:
The reason I initially suggested the whiffed taunt is because she recovers quickly, however I recognize that it is dangerous. After screwing around on the dreamcast, the only time this would work is if you distance yourself with a max-range c.strong, so it ends up being a bad idea after testing.
I was wrong about the chain into overhead, that doesn’t cross up when I thought it would. It might in other situations, but against ken I couldn’t get the chain to crossup at all. Actually if you’re close and do the overhead it’ll cross them up anywhere. You have to do a qcf then reverse the direction to successfully execute the super upon landing, and the only situation where you could get close while surviving the startup time is during their wakeup and it only avoids strictly-low attacks, so this idea doesn’t survive testing either.
actually, you can cross them up when you do a meaty (right next to them) toward + mk when they are crouching in mid-screen, you will land on the other side of them. as soon as you land, raida them… it works
also, the best combo to jump in on the oppenent is (in air) lp > toward + hp > s.mk > raida. does sooo much stun damage and puts them into a corner. just my opinion.
fyi… take a look when you actually do combo into a taunt… it does pretty decent stun damage after the lp> mp > hp chain (for a taunt).
the best and easiest way to land damage so far…(IMO)
meet them in the air and jab them out of the air, and when you land do a raida as they hit the ground… it gets them 90% of the time… even against the best people.
if you do a toward + hk and they block it, be careful what you do as a follow up.
Sometimes, if the block the toward + hk (or get hit by it) i will go for a low attack, and usually get parried into low attack > super or just get shoryukened. a lot of people have figured this out playing against me…
so what did i do to fix the problem? i did the toward + hk and knowing if the person i was play against was ready to do a low parry, i dashed up to thier face and threw, or even dashed again through thier bodies as they were too stunned to do anything and mk into raida.
i need to know where to find good vids with ibuki… either it be combo exhibitions or actual matches…
i seem to learn and understand better like that…its not that i dont like the info…im just having a hard time dealing with some certain characters…i need to see how she is played…i really cant recall much of what i saw at TS3 and 4…
Saitama has some Ibuki players, but they got crushed really bad in the vids I watched
Super Play - Koriyama Tournament has some awesome Ibuki players
“street fighter 3 third strike japan 5 on 5 cup” had a few Ibuki’s, though Shoa was the only one who did really good, and he was on Tokido and Oh’Nuki’s team, so he only got to play a few times.
Ibuki[Aruka]vsHugo[Kitakou].wmv <-- I love this video, no clue where I got it from though
No clue where I got these combo vids either, but they have Ibuki combos in them :
it is shao (purple ibuki i think) and aruka (green ibuki, and my color too )
i cannot download any vids because my comp sux, and i post here at work. i can only view vids if they are burned for me on cd; only then can i watch them at home :bluu:
xenozip, nice stats in other thread…
i don’t have a dreamcast so everything i learned about ibuki was from playing at the arcade. (and you all know ibuki is a popular character :rolleyes: :lol: )
Thank you. Yeah, I’m just free-loading the DC that I have access to now. It’s not technically mine at all.
The stats were really just there to show that in most cases: less combo hits = more damage for Ibuki. And I know some people in this area that use to argue with me about that (they can kiss my kunai).
Ah, thank you. Is it meant to be Xiao because the name isn’t of Japanese origin?
The tournaments I’ve seen Xiao in have all been team tournaments, and it seemed to me like he was carried by his team mates. Red and Aruka, on the other hand, independantly own.
I guess my big thing is that Red and Aruka seem way more aggressive and confident in their game. Where as Xiao is almost conservative in comparison. IMO, Ibuki is all or nothing.
Sheesh. I was way off.
[edit] It’d be nice to see the 3 Ibuki players on the same team (Xiao, Aruka, Red). If only to see who does better vs who.
when i jump in or just throw out a random far jp, and follow it up with a sp, what are the different ways i can mix that up. I don’t really like doing a sk, because alot of time your too far away to even connect it. And you can’t really combo off of it so the dmg isn’t really worth the effort.
the three things that i do after c. rh, f. rh, and dash in sometimes a grab. I was wondering what else i could do to mix that up. I don’t really like the c. rh cause i over use :\ so much that is almost parriable. and if ther person is crouching, i’m just going to whiff, the first to punches, AND the f. rh.
thanks for the help so far you guys have been really helpful.
Toward+RH is nice for pressure. You should be far enough away after the SP to recover safely from the toward+RH. But be careful if your opponent has a super charged (duh).
Walk in with more jabs, crouching FK, or crouching SK for more pressure mix-ups. Keep pressuring untill you can ground them or launch them.
Far SP isn’t cancelable, so most follow ups involve more pressure.
If you do d.RH often enough that your opponent anticipates it, you can mix in a walk-in + universal over-head (UOH). Or a far toward+FK.
Mix in your throw attempts with stuff that takes you off the ground (so you can’t be thrown) like: UOH, Hien (rdp+K), toward+FK, or toward+RH.
Always keep a strong pressure and rushdown game going with Ibuki (IMO).
i’m telling you people… use raida more
you can use ibuki’s fierce raida when you bait them to attack/parry you poking strings.
advance with jabs, and keep pressuring them with the occasional s.mp>toward+s.lk or uoh, or toward+mk, or sweep, or whatever, and then dash through them after a jab and do what you like after.
ibuki’s walk is fast, so abuse throws when you have them scared thinking that you will do a raida instead. this works extremely well.
i have been using the late dagger trick into s.jab and dash to other side and its a free damage from them on. its very easy to do and once, and when you do it in a round, you can just walk up to them instead of dashing and just throw. its all aboubt mixing it up and keeping it random.
guys… seriously look into her ex slide from 1/2 to 3/4 screen apart. its really good and you can get opponents when they are recoving from sticking out thier favorite poke.